You're faced with conflicting feedback on a game feature. How do you decide the best course of action?
When feedback on a game feature splits down the middle, finding common ground is key. To decide the best course of action:
- Weigh the feedback based on the source's expertise and the feature's impact on user experience.
- Test both sets of feedback with a small user group to gather data on actual preferences.
- Consider long-term strategy alignment, ensuring the feature supports the game's overall vision.
How do you handle conflicting feedback in your projects?
You're faced with conflicting feedback on a game feature. How do you decide the best course of action?
When feedback on a game feature splits down the middle, finding common ground is key. To decide the best course of action:
- Weigh the feedback based on the source's expertise and the feature's impact on user experience.
- Test both sets of feedback with a small user group to gather data on actual preferences.
- Consider long-term strategy alignment, ensuring the feature supports the game's overall vision.
How do you handle conflicting feedback in your projects?
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Conflicting Feedbacks are common and most of the time it happens when players either don't understand the main concept or just have a different way to play games. It can also happen when 1 player who is used to playing a game of 1 genre tries some new games with a new Genre. For example, if someone used to Play a lot of Platformer games and suddenly try FPS games then the feedback might confuse you. So my advice would be to first get to know more about the person who has given feedback. The next step would be to pitch these new features to other players, if they also like this then it's a good sign....else you can let that go.
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When facing conflicting feedback on a game feature, evaluate who is providing the feedback, their motivations and background. Consider how the feedback aligns with your game's vision, player experience, and long-term goals. Then you should prioritize feedback based on impact, feasibility, and alignment with core gameplay. Based on this you can either verbally pitch, prototype, or fully implement fixes and test again on the same pool. Something that is always relevant to keep in mind is players background. If you have playtesters that don't allign with your target audience, they may give negative or non tangible feedback no matter what you do. This can be due to a variety of reasons such as lack of genre knowledge or plain stubbornness.
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A few things I've found very helpful especially while designing a feature is to make sure every action item is backed with a certain metric/data point. For example if you have a Spin Wheel to design, make sure you have metric based answers to - Why does my spin wheel have 7 spokes instead of 10 or 15. - How many days will this spin wheel run for until the users receive all the possible resources that can be granted? Expected answers could be that hey I want the spin wheel to actually run for 30 days because my retention mechanics aren't working as they should but the retained users don't have enough content and or resources to last till x days. Thus every feedback you receive should be considered if it is thoroughly backed by data.
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Most likely both can be taken as valid, but decide to act on which one will help you move forward that aligns the most with the core design pillars of the game you are trying to create. Everything you decide to add or change in the game needs to be anchored to those.
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There’s no one-size-fits-all approach to handling feedback, as not all feedback is equally valuable. Consider these questions: - Does the feedback align with your core design pillars? - Could it come from someone outside the target audience? - Is it influenced by a “conservative” mindset, where the player resists change due to a natural reluctance to leave their comfort zone? It’s best to look beyond the feedback itself to understand its source. What underlying issue does it address? Identifying the root cause is often more valuable than reacting to the feedback alone. And finally, ask yourself: Do you truly believe in your design? Sometimes, bold risks can be as rewarding as they are punishing.
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